| bio | website | matt.scharley.me |
|---|---|---|
| location | Australia | |
| age | 25 | |
| visits | member for | 2 years, 7 months |
| seen | Jan 18 at 10:11 | |
| stats | profile views | 29 |
Email: matt@scharley.me
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Jan 25 |
awarded | Notable Question |
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Oct 25 |
awarded | Yearling |
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Aug 17 |
comment |
Is it worthwhile investing time learning Unreal Script when UDK 4 will be replacing it with C++? +1 for everything here, though often if you're a year or more down the track with a project, it's usually not such a simple task to just switch technologies especially when there's something as fundamental as a completely new language involved. |
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Aug 13 |
comment |
Resolution Independent Don't forget about 16:10 which is also a fairly common monitor size as well. |
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Aug 9 |
comment |
Prevent Multiplayer Cheating @user185812: It's usually a good idea to wait atleast a few hours before marking an accepted answer. While personally I think my answer's pretty great (I'm biased), other's will likely have more input though and seeing an accepted answer is quite often a deterrent to others to answer. |
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Aug 9 |
answered | Prevent Multiplayer Cheating |
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Apr 25 |
awarded | Popular Question |
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Oct 25 |
awarded | Yearling |
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Sep 29 |
comment |
How to write AI bots that can autoplay a shoot 'em up game? Just a technical point: it wouldn't be a 4-dimensional flood-fill. This is a sidescroller, so it's only 3-dimensional (x, y and t) and it may even help to think of it as such. Each frame is a layer in a cube or some similar concept. |
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Sep 9 |
comment |
Going from using XMLSerializer to using the XNA Content Pipeline This is essentially what I'm doing too. Use XML files for most of the content descriptions: these can be read/written by just about anything. Then add the XML files to the content project and away you go from there. Your tooling doesn't need to output XNB's directly! |
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Sep 4 |
answered | In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? |
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Sep 2 |
awarded | Editor |
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Sep 2 |
revised |
Optimal Compression for Speech added 345 characters in body |
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Sep 2 |
answered | Optimal Compression for Speech |
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Sep 2 |
comment |
Optimal Compression for Speech @ashes999: It's a sound encoding, so I can't imagine so. Depending on what languages you want to use though, I suppose I can see more artifacts being introduced, depending on exactly how they do things... I honestly don't know though. My gut feeling though is no, it doesn't matter. |
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Sep 2 |
comment |
Optimal Compression for Speech @ashes999: There also seems to be a .NET/Silverlight port too here: nspeex.codeplex.com |
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Sep 2 |
comment |
Optimal Compression for Speech @ashes999: I don't know about Silverlight, but I know that Mumble has an Android version and uses Speex, so that platform at least is viable. |
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Sep 2 |
comment |
Optimal Compression for Speech @bummzack I may be wrong, but I interpreted the question as "I have MP3's, how can I encode/compress them to make them smaller." Totally agreed on Speex too. Mumble uses it as a low-bandwidth codec for realtime speech, and it sounds great. |
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Sep 2 |
comment |
Optimal Compression for Speech Just as an aside, if you use a good codec, attempting to compress further with a generalised compression tool like zip will do little to nothing. It may even make things worse. |
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Sep 2 |
comment |
C# Top down movement limitation @Byte56: Using a graphic does make sense for the purpose of actually generating the data though. You can just overlay one over the top in your graphics program of choice and work with that visually. Whether you use a texture in memory though, or load the texture, then translate that to the bool array though is something else to decide. |